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An update to Anim8or, v1.00b, is available with a few bug fixes. Get your copy HERE. See the "ReadMe" file for details.

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Messages - nemyax

Pages: 1 [2] 3 4 ... 15
16
Finished Works and Works in Progress / Re: Diversions
« on: June 27, 2017, 12:18:26 pm »
What next, a jackhammer?

17
General Anim8or Forum / Re: Where is everybody?
« on: June 26, 2017, 07:50:43 am »
Waiting for Steve to come back from his vacanze italiane.

18
Holy quaternions!
Steve, that's no way to announce a release! =)

20
Steve
Houdini uses the space bar as the navigation modifier, and it's working fine for them. (Admittedly, they also use Alt nowadays, but that only happened because of pressure from Maya users.) How about switching from Alt to the space bar for arc rotate and making Esc deselect all instead?
This would free up Alt again and bring back MMB emulation.

21
Perhaps nemyax's suggestion of ctrl-RMB might be a good long term solution
On second thought, it isn't. There'd be a conflict with the Ctrl+Shift-enabled select mode. But I'm sure Steve will come up with a consistent convention after 1.0.
Maybe he will adopt the traditional "Shift to add to selection, Ctrl to deselect" model.

22
I believe there's no script/code I could use that makes the 2nd figure follow one specific bone of the 1st figure?
In theory, you should be able to:
Quote
Another useful property of Controller scripts is that they can refer to the value of other Controllers in Elements in the same Scene with the GetAttribute() functions
You'd need to transform the temp-parent bone's matrix to world space and then transform that to the temp-child's local space, and apply it. Don't know if that's actually doable in ASL.

Been there twice and it's awesome, Rome, Malaga
But Málaga's in Spain.

23
Alt+RMB is a substitute for MMB. But now that arc-rotate is Alt+buttons, it takes precedence over the MMB emulation. I suppose we could ask Steve to make some other combination act as MMB instead. For example, Ctrl+RMB doesn't seem to be in use anywhere (I may be wrong though).

24
General Anim8or Forum / Re: Anim8or v1.0 Beta is available
« on: May 10, 2017, 06:11:35 pm »
What tool were you using and what editor?
Select, Move and others.

Were you in wireframe, flat or smooth view?
All of them.

Was Fast Select enabled?
Yes.

It appears that Anim8or silently enables face mode in addition to vertex/edge by mistake, but doesn't activate the face icon.

25
Finished Works and Works in Progress / Re: Diversions
« on: May 10, 2017, 12:03:30 pm »
Froyd has certainly been working on expanding his territory, besides his gymnastics.

26
General Anim8or Forum / Re: Anim8or v1.0 Beta is available
« on: May 10, 2017, 11:10:46 am »
Limiting the selectable component types (to vertices, edges, faces or combinations thereof) isn't working in the 1.0 betas. Faces are always highlighted whether or not the face button is active.

27
General Anim8or Forum / Re: Coding Anim8or
« on: May 03, 2017, 12:30:47 pm »
Steve
What's the current implementation of undo/redo like? And how would you improve it?

28
General Anim8or Forum / Re: Coding Anim8or
« on: May 02, 2017, 11:25:44 pm »
Steve
Are you planning any major rewrites after 1.0 or will it be bit by bit?

29
General Anim8or Forum / Re: Why do we love anim8or?
« on: May 02, 2017, 08:46:43 pm »
If I had one wish for Anim8or, that would be to move a vertex or control point along an edge.
Shift+S.

30
Anim8or v1.0 Discussion Forum / Re: IK in additional cameras
« on: April 27, 2017, 11:15:22 am »
Don't you call them "epples" over there? =)

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